Thursday 29 April 2010

Klondike Mountains

Making progress on the wolf game for the university group project! I got my rock and cliff models up and running in Unity and implemented them into the terrain I made, using Habboi's style guide and player model. I'm pleased with the models I created and they seem to be pretty versatile; I was able to rotate and scale them to create lots of different variations so there isn't too much repetition in this natural environment.


7 comments:

Dilarus said...

ooh i love the simple art style, looks almost cel shaded, could be a great experience

Matt said...

Thanks! Yeah cel shading was what we were going for. This was made about a year ago for university coursework and has since then remained untouched.

Dilarus said...

oh that's what it reminds me of, Team Fortress 2

Matt said...

Oh, you're too kind. :)

Dilarus said...

lol its true, i heard that cel shading takes a bit more work than more photorealistic effects due to the need for specific texture and lighting effects (i'm not too well read on the technical bits) so very well done.
I personally think that a great art style can really make or break a game, mirror's edge was beautiful and i'll remember it much longer than gears of war.

Matt said...

I can't really take full credit as it was a group effort. Most of the graphics and textures were done by Will and Dan:
http://blog.habboi.co.uk/
http://straydogstrut.co.uk/

I guess cel shading doesn't take more work (photorealism is pretty heavy going) but it's certainly a different style of work.

A strong art style is so important! I don't think a lot of people really consider how art needs to be functional as well as just looking nice. The graphics need to support the gameplay and help show the player what's happening, as well as clearly communicating what all the elements do. Most people would apparently make something look as close to real life as possible and then tell the player what to do with horrible text boxes. :(

Dilarus said...

oh yeas i agree, an art style can be very informative, mirrors edge coloured useful objects red so you could always find the way by very simple means, also theres the not-so-great saboteur that had nazi occupied areas of france in black and white and liberated areas in colour, a good reminder which areas you have yet to cover.

other games use certain colour schemes only for enemies or simply use vignetting to draw the eye to the centre of the screen. Glad to see the next generation of developers are on the ball :D